... I had this thread open at the time...
You're getting old =[ * Raz0r runs off like a little girl. And also cleans up the other thread.
I think your precious forums are getting old!
Anywho, the only way I could see this working is having a completely new menu-button-thingy which selects a particular model, rather than cycling through them. You'd also need a script to set the initial model, otherwise you'll load up whatever the default is.
I don't think there IS a way to remove a model like jedi_hm from the cycle without modifying assets1.pk3.
Models are made visible through the presence of playerchoice.txt and the head/torso/lower skin files. Without those, the model will not show up in the SP menu at all.
The problem is, for jedi_hm, these DO exist already, and overriding them won't work. The only possible way to remove them is to literally remove models/players/jedi_hm/playerchoice.txt from assets1.pk3.
With that in mind, you could, I suppose, add hard-coded buttons to select the models you do want them to use, but keep in mind it won't let people use their own custom SP skins. (Which may or may not be a good thing, depending on your mod)
Why won't overriding them work? It will load your file last into JA's virtual filesystem before parsing it, and if it's a malformed file it will be discarded, right? I don't get how it will use the file from assets1.pk3 if you replace it in a .pk3 that's loaded afterwards..
If you put custom-made playerchoice/various skin files in the correct hierarchy in a new .pk3, but made all of them blank text files, would that remove whatever character from the species menu?
I don't think it would. JA tends to load files purely by reading directories and file names I think, and so a mangled file would still loaded, it just wouldn't work properly. Or worse, cause a crash.